Magical Pool spells:
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Note 1: Magical Pools have CL charges, each charge being a "drink" from the pool. Each person may drink from a Magical Pool only once (using 1V action). If at least one person drinks from a pool, all of that pool's effects together count as 1 effect against your limit of maintains until the next reset. If the pool effect is permanent, after the reset you no longer need to maintain the effect. Only 1 magical pool may be created in a room each reset.
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Note 2: These spells are only a start. There are likely variants to these spells, such as a high level Healing Pool. Research Points may be spent here.
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Abjuration Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC1] Monster Collective, Spells.
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Create Water (SL=1): Creates a non-magical pool of ordinary water.
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Healing Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 Priest Healing spell.
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Protection Pool (SL=2): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC2] Monster Collective, Psionics.
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Reflecting Pool (SL=2): Magical Pool. Acts as a scrying device. Has only 1 charge, if drank, gives a random Divination effect of SL=1d6.
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Wonder (SL=2): Does the Wand of Wonder effect on one target.
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Acid Pool (SL=3): Creates a non-magical pool of nasty acid (1d100 dmg, no save). Can be left behind as a (-50%) Trap. Can be created "through" someone (damaging them).
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Exploding Pool (SL=3): Hits a group, does a random SL=1d6+1 Invocation effect to the group. Does not count as a Magical Pool.
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Remove Trick (SL=3): Removes a Trick in the room (can be reversed to create a random Trick).
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Defensive Pool (SL=4): Magical Pool. The effect (when drank) is a random SL=1d8 defensive effect from [MC1] Monster Collective, Spells.
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Transport via Water (SL=4): Teleport from one body of water to another.
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Remove Special (SL=5): Removes a Special in the room (can be reversed to create a random Special).
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Color Pool (SL=5): Creates a temporary Color Pool (treat as a Gate spell). Does not count as a Magical Pool.
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Enhance Pool (SL=6): Adds CL charges to an existing Magical Pool. The reverse will destroy a Magical Pool.
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Monster Pool (SL=6): Magical pool. Each segment, 1 charge is automatically used, and a DL=1d6+4 monster appears. The monster is not a summon, but will not attack the party, and will attack the party's enemies.
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Enhancement Pool (SL=7): Magical Pool. Items put into the pool (using a charge) gain a small benefit (DM will roll a random 1d1000 item XP flag, or a half-plus). These effects are permanent but each item can be enhanced only once per reset.
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Disjuncting Pool (SL=8): Magical Pool. An item placed in the pool is Disjuncted, with no Artifact Destruction or Retributive Strike effect. The item will absorb N*N charges from the pool, where N is it's multiplier. If the pool has insufficient charges, the item is unaffected. Can alternatively remove a x1 Terrain Feature completely.
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Escape Pool (SL=9): Magical Pool. The effect (when drank) is to Escape to a safe location (home or a safe city/town). The effect is instantaneous (no delay).
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Concordant Sampler Pool (SL=10): Magical Pool. The effect (when drank) is a random CSL=1d4-1 Concordant spell.
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